Like it wrote before, the game only cares about the larger of the two dimensions and simply clips the other. Thing is, I don't see much point it making precise calculations, because the game doesn't either. Personally I simply picked a value that felt comfortable for the wider screen. Oh, you mean to get the exact same vertical FOV in 16:9 that you had in 4:3? That shouldn't be hard to calculate, provided you tell us your original 4:3 FOV. Just pick something the game let's you chose and forget about it, is my advice. Lower feels zoomed in, higher feels fish-eyey, although, if you've been playing on 110 for a while 70 is going to feel zoomedin too, of course). In the end you have to decide yourself what you find most comfortable, which is hard (or easy), because you can get used to almost anything reasonable anyway (e.g. Of course this drastically reduces the situational awareness you would have actually standing in it, because you can't see anything to the sides of your monitor, which is why games usually pick a much higher FoV than that (at the cost of making everything smaller, which they often compensate for with some sort of zoom mode, e.g. Setting the FoV to that angle should more or less make you see the world as big as you would see it if you stood in it. In the end you are right about this being a totally subjective thing If you want to get mathematical you should measure the angle between the left end of your monitor, your nose bridge and the right end of the monitor. That's why people figure out ridiculously specific numbers like "106.2602047". if you have a 4:3 game with a certain vertical FoV angle and a certain horizontal FoV angle and in widescreen modes it adds to the sides you have to set the game to a specific angle so nothing is changed except you add the stripes left and right that your new monitor now has, so to speak. If you scale two screenshots of the same scene with identical FOV but different resolutions to the same size, you will see that they are exactly the same angle, just clipped according to aspect Not quite. something you'd already consider "zooming" in the game.īTW: FOV is absolutely independent from screen resolution. For example, my natural screen view angle is around 40-50°, i.e. Unless you are unhealthily close to your screen, your "natural" FOV on the monitor is likely below what you can configure in the game. Now if you mean "exact" as in "the same as if I was the camera", then I need to disappoint you. The only change from 4:3 or 5:4 to 16:9 is that a larger part is clipped off at the top and bottom of the screen. Therefore the horizontally visible area is always the same for common screen resolutions. What you specify in the configuration is the larger of the two. So, since the engine stretches the view uniformly, there's actually a horizontal FOV angle and a vertical FOV angle. What FOV really does is determine the camera angle between the sides of the screen. What do you mean by "exact" when talking about FOV? FOV is a personal preference, the only really "exact" thing about it is how it affects what you see on the screen.